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General Tabletop Discussion
*Dungeons & Dragons
A more story-based mechanic for "somewhat grittier" healing - has this been done in D&D before, and would you use it?
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<blockquote data-quote="Coroc" data-source="post: 8046126" data-attributes="member: 6895991"><p>Just RP it, 5e (and other editions) are unfit for a wound system for so many reasons.</p><p></p><p>I play DSA a lot , they have a wound system, with mechanically minus modificators for the wounded character , the more he gets wounded.</p><p></p><p>But: the HP are different in DSA. It is quasi a system without levels since the latest edition, but also over its editions this never changed:</p><p>If e.g. your character has 35 HP on "first" level he might end up with 50 HP at "15." level, so it is a different form of BA keeping low level critters a danger, especially because you only roll to hit, AC is damage reduction only, the only chance to avoid a hit, is to successfully parry or dodge, which only has some 30-50% chance since the latest edition , and you mostly can only parry or dodge one attack per round.</p><p></p><p>It is also without classes although it has the option of professions, but everything is freely modable, but to the point a "wizard" might have 30 HP and a "fighter" has got 40, it is not like with D&D where the wizard got 30 HP and the fighter 100HP.</p><p></p><p>But even if this does not convice you,</p><p></p><p><em>"3. Wounds do not take effect until after the encounter they are obtained in"</em></p><p></p><p>This is just another workaround, with DSA the wounds do take effect immediately e.g. You are trying to save yourself work, because else in your suggested gritty system you would have to look at the mobs also. It is highly unrealistic that adrenaline does last all the time till the end of an encounter, it might, it might not . But if a wound confers some physical limitation, how do you resolve this? The adrenaline cannot repair or replace torn or snapped ligaments or broken bones, it just takes away the pain for some moments.</p></blockquote><p></p>
[QUOTE="Coroc, post: 8046126, member: 6895991"] Just RP it, 5e (and other editions) are unfit for a wound system for so many reasons. I play DSA a lot , they have a wound system, with mechanically minus modificators for the wounded character , the more he gets wounded. But: the HP are different in DSA. It is quasi a system without levels since the latest edition, but also over its editions this never changed: If e.g. your character has 35 HP on "first" level he might end up with 50 HP at "15." level, so it is a different form of BA keeping low level critters a danger, especially because you only roll to hit, AC is damage reduction only, the only chance to avoid a hit, is to successfully parry or dodge, which only has some 30-50% chance since the latest edition , and you mostly can only parry or dodge one attack per round. It is also without classes although it has the option of professions, but everything is freely modable, but to the point a "wizard" might have 30 HP and a "fighter" has got 40, it is not like with D&D where the wizard got 30 HP and the fighter 100HP. But even if this does not convice you, [I]"3. Wounds do not take effect until after the encounter they are obtained in"[/I] This is just another workaround, with DSA the wounds do take effect immediately e.g. You are trying to save yourself work, because else in your suggested gritty system you would have to look at the mobs also. It is highly unrealistic that adrenaline does last all the time till the end of an encounter, it might, it might not . But if a wound confers some physical limitation, how do you resolve this? The adrenaline cannot repair or replace torn or snapped ligaments or broken bones, it just takes away the pain for some moments. [/QUOTE]
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Community
General Tabletop Discussion
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A more story-based mechanic for "somewhat grittier" healing - has this been done in D&D before, and would you use it?
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